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5,951 Commits over 943 Days - 0.26cph!

12 Days Ago
Codegen
12 Days Ago
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
12 Days Ago
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
12 Days Ago
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
12 Days Ago
Fix pool cue viewmodel not spawning
12 Days Ago
- Manifest - Force mount the pool table mountable on use
12 Days Ago
Remove remaining game logic from pool table
12 Days Ago
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
12 Days Ago
Id and NRE fixes
12 Days Ago
- Spawn player mountable when interacting with the table - Spawn pool cue viewmodel - Setup basic game detection (cue ball, eight ball etc)
13 Days Ago
- Add a spline around the table - Interacting sends request to mount at closest part of the spline (to the player)
13 Days Ago
- Better world spline inspector - Methods to find closest point on a spline to a world position
13 Days Ago
Better bounds
13 Days Ago
Codegen
13 Days Ago
Dont network ball rotation - its just calculated on the client from velocity information
13 Days Ago
Added ball rolling
13 Days Ago
missed file
13 Days Ago
Add drag to the pool ball velocity
13 Days Ago
Only run physics updates if any of the balls have velocity
14 Days Ago
Hide ball when pocketed
14 Days Ago
- Add walls to the pool physics simulation
14 Days Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
14 Days Ago
Fix busted deploy volume
14 Days Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
14 Days Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
14 Days Ago
train_cinematic_improvements -> main
14 Days Ago
Bunch of commands to control locomotives with console commands
14 Days Ago
Add train control to the timeline
15 Days Ago
main -> game_room_dlc
15 Days Ago
Pool table deployable
16 Days Ago
network_profiler_improvements_3 -> main
18 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
19 Days Ago
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
19 Days Ago
Revert previous changes
19 Days Ago
main -> twitchdropsrenderer
19 Days Ago
Fix an NRE that occurs when because two skinnables were referencing the same entity prefab that had redirects to point at the same prefab
19 Days Ago
up and down fixes
19 Days Ago
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19 Days Ago
Add pocket support (which deletes the ball on contact)
19 Days Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
19 Days Ago
main -> game_room_dlc
19 Days Ago
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
20 Days Ago
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
20 Days Ago
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20 Days Ago
Fix deployable snapping not working properly in some cases Client now sends over its setup and server validates (just like regular placement)
20 Days Ago
Final fixes
20 Days Ago
More WIP changes
20 Days Ago
Another attempt at a fix
20 Days Ago
Attempt to solve a weird issue where the country chosing canvas is invisible in build. I reckon it's something to do with flex layout and having child absolute elements but I cant be certain
21 Days Ago
Ensure mask update group is provided